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Magic Items
Magic Items can be added to the system by staff via a configuration file. They can be added to a player's inventory by staff, or listed as 'for sale', which allows them to be automatically purchased using Luck Points.
Magic Items can give the bearer the following magical effects:
- Spell, attack, defense, or initiative mods
- Weapon and armor specials
- Spells, including those outside their schools.
Keep in mind that these are essentially permanent extra dice or spells, and be careful about allowing them to become too powerful. Remember that a +/-3 mod is a significant change.
Potions are similar to magic items and show in the items
inventory. They can also be bought using item/buy
. Their price can be set by configuring a 'Potion' item and setting its cost.
Items are built via configuration options. The item's name is the primary value, and it MUST be in Ruby titlecase. IE: Bottle Of Sunshine
instead of Bottle of Sunshin
. Examples may be seen in magic-items.yml. These are provided as EXAMPLES ONLY and should not be used in your game.
Any options that are 'false', '0', or that do not apply may simply be left out of the individual spell. Leaving out a boolean or numerical option implies 'false' or '0'.
Key | Value Type | Description |
---|---|---|
name |
text string | Item name. This is display only and does NOT need to be in ruby-version titlecase. |
desc |
text string | Item description. It's a good idea to enclose these in double quotes "Desc" to prevent any weirdness with the use of apostrophes in descriptions. Line breaks can be created with \n
|
available |
true/false | Is the item available for automatic purchase? |
cost |
number | How many Luck Points does the item cost? |
attack_mod |
number | Mod to attack in combat. |
defense_mod |
number | Mod to defense in combat. |
init_mod |
number | Mod to initiative in combat. |
spell_mod |
number | Mod to spell casting in combat. |
spells |
Nested list of text strings (hash) | Spells which the character can cast while the item is equipped. |
Characters can own as many items as the like, but may only have one item equipped at a time. Only the equipped item will have an effect.
Mods added by items stack with mods gained by spells, luck, or GMs. Read more about spell success mechanics.
Spells added by items do not count toward the overall spell cap. Spells which fall outside the caster's Schools are rolled as Magic*3 rather than Magic+School.
- Overview
- Death
- Schools
- Magic Energy
- Spells
- Spell Success Mechanics
- Magic Items
- Potions
- Configuration
- Code
- Future Plans